Multi-dimensional player loyalty rewards system and method

ABSTRACT

Certain embodiments provide a multi-dimensional player loyalty rewards system and method. Certain embodiments of the method include dynamically defining rewards based on at least one of player activity and historical data, and assigning values to the rewards based on at least one criterion, wherein the values change as the at least one criterion changes. The method may further include accumulating player earnings in a base unit of measure. Player earnings may be accumulated in a base unit of measure using multiple rates of earning, for example. One or more rewards may be redeemed using the values assigned to the rewards and the accumulated player earnings, for example. The at least one criterion may include at least one earning rate, for example. The at least one criterion may include at least one criterion tailored to a player, a player characteristic, a location, a game, and/or a game characteristic, for example.

RELATED APPLICATIONS

The present application relates to, and claims priority from, U.S.Provisional Application No. 60/715,026, filed on Sep. 8, 2005, entitled“Multi-Dimensional Player Loyalty Rewards System and Method,” which isherein incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

This invention relates to promotions in a gaming environment, and moreparticularly relates to a system and method for promotional messagingand management in a gaming environment.

Gaming machines, such as slot machines, fruit machines, or pokermachines, have in recent years become one of the more popular, exciting,and sophisticated wagering activities available at casinos and othergambling locations. At the same time, gaming machines have also become asource of greater revenue for gaming establishments. Thus, competitionbetween manufacturers of gaming machines has intensified as competitorsvie for business from gaming establishments.

A large gaming casino typically employs thousands of gaming machinesthat can be operated simultaneously. A gaming system providingentertaining and enticing features for players would be highly desirableto attract both new and returning players to a gaming establishment.Additionally, casinos and other gaming environments often arrangepromotions or other events to attract new customers and provideadditional incentives for recurring customers.

Casinos traditionally use player tracking software in conjunction withmembership clubs to monitor, evaluate and subsequently reward customersin proportion to their loyalty to the casino. Player tracking systemsuse points and complimentaries (hereinafter referred to as “comps”) asunits of measurement and payment. Traditionally, comp is distributed indollars or prizes, while points are accrued and exchanged for rewards.Thus, there are two parts to player tracking systems: earning (accruingpoints and comp) and redemption (exchanging points and comp for goodsand services).

Current player tracking systems require that casinos define a type ofvalue of reward before the reward is available to a player. Casinos aregenerally forced to limit criteria used to issue rewards for a singletype of activity with one or two formulas that allow operators toevaluate the activity. Changing the formulas used to evaluate casinoactivity is often troublesome, costly or impossible, limiting thecasino's ability to adjust its business expenditures for player loyaltyprograms.

Additionally, casinos may not control earning and redemption independentof one another. Casinos have also always been tied to comp dollars andpoints that are worth some fractional dollar value defmed per casino. Asingle dimension model involves one balance per player for comp accruedand one balance per player for points accrued. FIG. 1 shows an exampleof a single dimension model for rewards. The single dimension modeldictates that points or comp earned in one part of the casino is worththe same as that which was earned in any other part of the casino.Similarly, player A earns at the same rate as player B.

Current reward systems offer a few basic reward functions. For example,reward systems may issue an unlimited number of rewards for specifiedactivities. Reward systems may issue rewards based on source (i.e.,location) of a specified activity. Additionally, reward system may issuerewards based on an event. Furthermore, systems may issue rewards basedon player membership status and/or player group association. Rewardsystems may also allow multiple players within one account to combinetheir earnings for joint redemption.

Thus, there is a need for a system and method that providemulti-dimensional player loyalty rewards.

BRIEF SUMMARY OF THE INVENTION

Certain embodiments provide a multi-dimensional player loyalty rewardssystem and method. Certain embodiments provide a method for flexibleaward configuration in a gaming environment. The method includesdynamically defining rewards based on at least one of player activityand historical data, and assigning values to the rewards based on atleast one criterion, wherein the values change as the at least onecriterion changes.

In an embodiment, the method further includes accumulating playerearnings in a base unit of measure. Player earnings may be accumulatedin a base unit of measure using multiple rates of earning, for example.One or more rewards may be redeemed using the values assigned to therewards and the accumulated player earnings, for example.

In an embodiment, the at least one criterion includes at least oneearning rate, for example. The at least one criterion may include atleast one criterion tailored to at least one of a player, a playercharacteristic, a location, a game, and a game characteristic, forexample.

Certain embodiments provide a method for providing multi-dimensionalplayer rewards. The method includes defining player earnings using abase unit of measure, accumulating player earnings based on one or morecriterion, configuring one or more reward categories for mapping playerearnings to rewards, and mapping player earnings to one or more rewardsusing the one or more reward categories. In an embodiment, the base unitof measure comprises points. The one or more reward categories mayinclude one or more redemption types for mapping player earnings torewards, for example. The one or more criterion may include one or morecombinations of player, game and location attributes, for example. In anembodiment, player earnings are dynamically mapped to one or morerewards. In an embodiment, the method allows multiple and simultaneousrates of earning for accumulation of player earnings.

Certain embodiments provide a computer-readable medium including a setof instructions for execution on a computing device. The set ofinstructions includes a point accumulation routine for accumulatingplayer points based on at least one criterion, and a reward mappingroutine for dynamically associating player points with one or morerewards. In an embodiment, the at least one criterion includes playerearnings, for example. In an embodiment, the at least one criterionincludes a rate of earning, for example. The rate of earning may becapable of being dynamically adjusted, for example. The rate of earningmay include a plurality of simultaneous rates of earning, for example.

In an embodiment, the reward mapping routine dynamically associatesplayer points with one or more rewards using one or more rewardcategories. The one or more reward categories may include one or moreredemption types for dynamically associating player points with one ormore rewards. In an embodiment, the at least one criterion comprises atleast one combination of player, game and location attributes, forexample.

Certain embodiments provide a multi-dimensional player rewards system.The system includes a player account including a record of player pointsassociated with a player, and a reward configuration module configuredto dynamically associate player points with one or more rewards. Thesystem may also include a player tracking system capable of trackingplayer points accumulated by the player. The player points may includeregular points and bonus points, for example. The player points may beorganized in the player account according to one or more earn rates, forexample. In an embodiment, the reward configuration module maps playerpoints to rewards according to one or more reward categories. In anembodiment, the reward configuration module maps player points torewards according to one or more redemption types.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an example of a single dimension model for rewards.

FIG. 2 illustrates a flow diagram for a method for multi-dimensionalplayer rewards used in accordance with an embodiment of the presentinvention.

FIG. 3 depicts an example of a multi-dimensional rewards system used inaccordance with an embodiment of the present invention.

FIG. 4 illustrates a multi-dimensional player loyalty rewards systemused in accordance with an embodiment of the present invention.

FIG. 5 illustrates an example of a casino management system used inaccordance with an embodiment of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 2 illustrates a flow diagram for a method 200 for multi-dimensionalplayer rewards used in accordance with an embodiment of the presentinvention. First, at step 210, a player is rewarded for a certainactivity. For example, a player may be awarded for games played,restaurant dining, hotel stays, theater tickets, etc. At step 220, acertain number of one or more points is assigned to the player for theactivity based on one or more criteria. In an embodiment, a player maysimultaneously be awarded multiple points based on multiple rates ofearning for participation in an activity, for example.

Next, at step 230, one or more reward redemption opportunities arecreated. For example, opportunities to redeem points for hotel stays,meals, tickets, vacations, prizes, etc. may be created statically and/ordynamically. Then, at step 240, a value is assigned to each of the oneor more redemption opportunities. In an embodiment, points may be mappedto rewards at the time of award and/or at the time of redemption, forexample. Rewards may be dynamically defined based on player activityand/or historical data, for example. Values may be assigned to rewardsbased on one or more criteria, wherein the values may change as thecriteria change (i.e., static or dynamic value assignment), for example.Thus, certain embodiments allow earning and redemption to be controlledindependently of one another while maintaining auditable integritythrough all point transactions. At step 250, a player may redeem pointsfor one or more rewards.

FIG. 3 depicts an example of a multi-dimensional rewards system used inaccordance with an embodiment of the present invention. In themulti-dimensional rewards system shown in FIG. 3, multiple balancesenable varying, simultaneous earning rates. A single base reward unitallows reward categories to be detached from balance values.Configurable reward categories enable mixing and matching of earningrates. Additionally, configurable redemption types enable mixing andmatching of reward categories. Furthermore, configurable first-in,first-out (FIFO) management of points helps ensure controlled redemptionof points for rewards. Points may also be managed without FIFO. Forexample, redemption of points may be allowed based on the type of points(e.g., use slot points first, then use comp points, then use promopoints, then use points from point of sale outlets, etc.

FIG. 4 illustrates a multi-dimensional player loyalty rewards system 400used in accordance with an embodiment of the present invention. Thesystem 400 includes a player tracking unit 410, a player points database420, and a reward configuration module 430. The components of the system400 may be implemented in software and/or in hardware, for example. Thecomponents of the system 400 may be implemented separately and/or may beintegrated in various forms, for example. The system 400 may beimplemented as a set of instructions stored on a computer-readablemedium for execution on a computing device, such as a workstation,server, and/or gaming terminal, for example.

The player tracking unit 410 monitors a player's activity in a gamingenvironment, such as a casino, hotel, restaurant, theater, airport, orstore. The player tracking unit 410 collects data regarding gamesplayed, items purchased, events accessed, memberships, promotions and/orother activities in which the player participates, for example. Theplayer tracking unit 410 may track one or more players. The playertracking unit 410 may organize one or more player accounts to trackplayer activity. The player tracking unit 410 may track player activitythrough a player loyalty card, a smart card, a radio frequencyidentifier (RFID) device or other wireless device, a username andpassword, and/or other identifier, for example.

The player points database 420 stores points for one or more playersbased on player activity and/or other criteria, for example. Playerpoints may be stored in one or more player accounts, for example. Pointsmay be assigned for player activity using one or more earning rates. Inan embodiment, points may be divided into regular points and bonuspoints for each of one or more earning rates, for example. For example,a player account may include point totals for earning rates A, B and C.Within each earn rate point total, points may be organized into regularpoints and bonus points, for example. Such an example is illustrated inFIG. 3.

The reward configuration module 430 may configure rewards for redemptionusing player points, for example. Available rewards may be definedstatically and/or dynamically. Rewards may be divided into one or morereward categories, for example, based on certain criteria. Additionally,each reward category may be divided into one or more redemption typesfor goods and/or services, for example. In an embodiment, pointsaccumulated by a player at a variety of earning rates may be applied toredemption types within a reward category. For example, as shown in FIG.3, regular points accumulated according to earn rates A, B and C may beapplied to redemption types 1, 2, 3 and 4 within reward category A.Similarly, bonus points accumulated according to earn rates A, B and Cmay be applied to redemption types 1, 2, 3 and 4 within reward categoryB, for example.

Certain embodiments of a multi-dimensional player loyalty rewardssystem, such as the system 400, allow casinos to monitor, evaluate andreward a player's loyalty without having to 1) determine how awards willbe spent or 2) define a reward's monetary value at the time of issuance.With a multi-dimensional system, casinos or other gaming establishmentsmay award players a flexible reward and/or multiple rewards for the sameactivity with no limit to a number of formulas that may be applied.Flexible rewards and multiple rates of earning enable the casino orother gaming establishment to accurately predict planned expendituresfor player loyalty programs. Such a capability is unavailable intraditional player loyalty systems.

In an embodiment, a player notices no significant change between atraditional single dimension reward system and a multi-dimensionalrewards system. Observant players may notice that they have earnedpoints from multiple sources in a time period. In single dimensionsystems, earning points was a one to one relationship, where playcorresponded to one rate of earning at a time.

Multi-dimensional systems provide multiple rewards earned for differentreasons on the same activity. Thus, a player's return may be increased.Additionally, multi-dimensional reward systems decrease a need fordiscretionary comps because rewards issued have flexibility inredemption opportunities. Furthermore, multi-dimensional rewards systemsreduced out-of-pocket expenses for visits to casinos and other gamingestablishments due to expanded redemption opportunities, such as gainingactivities, goods and services.

Certain embodiments of a multi-dimensional rewards system create a vastrange of possibilities. Casinos and gaming establishments may now tailortheir loyalty programs and/or promotions to support specific marketingobjectives. Rewards may be earned in a weighted manner for virtuallyunlimited combinations of player, game and location attributes, forexample.

Using the multi-dimensional player loyalty rewards system, gamingestablishments may create unlimited earning rates/formulas, includingmultiple rewards for the same activity. The system may be used to createredemption opportunities and assign redemption values anytime, evenafter the rewards are earned. The player loyalty system may be used tomonitor liability based on actual redemption trends and/or estimates ofexpected redemption usage. The system may analyze redemption costsagainst activity revenue earning potential, with an exact method ofearning associated with each reward redeemed. In addition to issuingrewards when special conditions are met, such as certain membershipstatus, the system may limit a need for discretionary comps by issuingrewards based on a wider range of criteria. The rewards system may beused to encourage player participation in marketing campaigns, eventsand/or player groups be offering additional rewards.

The multi-dimensional reward system changes a paradigm on which casinoreward systems have traditionally been based. The multi-dimensionalsystem manages multiple balances allowing multiple and simultaneousrates of earning, such as tailored to a player, player characteristic,location, game, game characteristic, etc. The rates of earning may beindependently tracked and controlled, for example. In certainembodiments, earning is enabled in a single base unit (e.g., a point)that has no value until it is redeemed for goods and/or services, forexample. Use of a base unit enables earning and redemption to becontrolled independently while maintaining auditable integritythroughout all point transactions, for example.

Thus, a casino or other gaming establishment may be precise in measuringand tracking a cost of a player loyalty program. Additionally,capabilities of a traditional single dimensional model may also besupported. For example, differentiating between points earned as aresult of gaming activity (e.g., direct) and points earned as a resultof other points earned (e.g., indirect), such as two points for everypoint earned on Mondays. Historical data and trends may be tracked andanalyzed using the reward system and/or related components, for example.

For example, a player may insert his player card into a slot machine ina casino. A casino player tracking system tracks the player's activityat the machine using information from the slot machine and from theplayer card. For example, a player inserts a card (“cards in”) andstarts playing a game. Points are earned at a default rate. After aplayer passes a certain threshold (e.g., plays more than 50 coin in perminute), a secondary earning rate may begin. The secondary earning ratemay be an additional earning rate or the secondary earning rate mayreplace the default rate. Then, if a bonus event is enabled, the playermay receive a multiplier (e.g., 2 times points) so that the player maybe earning bonus points based on the multiplier. Reward categories mayinclude a plurality of categories, such as good player, excellentplayer, fair player, and/or poor player. Reward categories may includecategories such as tiered rewards where players move through the ranksof bronze, silver, gold, platinum, etc., with increasing rewards at eachlevel. Redemption types may include cash, merchandise, food,entertainment, etc.

In an embodiment, the multi-dimensional player rewards system 400 and/ormethod 200 may be implemented on an architecture, such as a gamingarchitecture described in U.S. patent application Ser. No. 10/935,514,entitled “N-tier architecture for a casino management system andmethod,” filed on Mar. 10, 2005, which is herein incorporated byreference. The system 400 and/or method 200 may be implemented inhardware, firmware, and/or software, for example. For example, thesystem 400 and/or method 200 may be implemented as one or more sets ofinstructions for execution on a computer or other processor.

The multi-dimensional player rewards system 400 and/or method 200 may beused separately or in conjunction with a gaming management system, suchas a casino management system. An example of a casino management systemis illustrated in FIG. 5. The casino management system 500 includes acasino manager 510, a controller 530, a scanner 540, a data port unit(DPU) 550, a display 560, and a plurality of gaming machines 570, 571,572 with interface units 580, 581, 582. The system 500 may also includea casino management server/database 515, a progressive manager 520and/or a progressive server/database 525. The components of the system500 may be implemented in software and/or in hardware and may beseparated and/or integrated in a variety of forms. The system 500combines game management, player tracking, slot accounting, and featuresfor bonuses, such as progressive games and other rewards or promotions,for example.

The interface units 580-582, such as Sentinel®-based communicationsinterface boards, facilitate communication and monitoring of gamingmachines 570-572 by the casino manager 510 and/or progressive manager520. For example, the interface unit 580 monitors signals from thegaming machine 570. Information from the gaming machines 570-572 isprovided to the DPU 550 via the interface units 580-582. A single DPU550 may be dedicated to a single interface unit 580-582 or may interactwith a plurality of interface units 580-582. The DPU 550 may be used topoll the interface units 580-582 for data from gaming machines 570-572.Alternatively, the interface units 580-582 initiate communication withthe DPU 550. Gaming machine 570-572 information may include coin in,coin out, coin drop, bill transactions, jackpot signals, and/or jackpotamounts (e.g., progressive, bonus, and/or other winning amount), forexample. In an embodiment, one or more of the gaming machines 570-572may communicate with the system 500 without use of the interface units580-582. For example, the gaming machines 570-572 may communicate withthe DPU 550, the controller 530, and/or the scanner 540.

The scanner 540 receives data, such as transaction data, meter dataand/or status information, from the interface units 580-582. In anembodiment, the scanner 540 obtains data from the interface units580-582 and/or from the gaming machines 570-572. In another embodiment,the scanner 540 polls the DPU 550 which polls the interface units580-582 to obtain data. The scanner 540 communicates with the controller530 to store data in the database 515 and/or 525, for example. In anembodiment, the scanner 540 includes a user interface. The userinterface may provide information regarding, for example, scanner 540activity and control, real-time interface unit 580-582 information,real-time transaction information (e.g., the most recent 100transactions), polling and other communication or message data,configuration information and control, and/or operator commands. Thescanner 540 may be used to connect a plurality of interfaces 580-582through zero or more DPUs 550. In an embodiment, the system 500 mayinclude a plurality of scanners 540 for greater machine capacity,improved operational flexibility, data handling, and/or throughput, forexample.

The controller 530 may be used to perform database updates in the system500. Information inserted or updated in the casino management database515 and/or progressive database 525 may be routed through the controller530. The controller 530 may receive information requests from thescanner 540 and returns data from the database 515, 525. The controller530 stores transaction information in the database 515 and/or database525. The controller 530 may query the database 515, 525 for amountinformation and/or other data and transmit the data to the scanner 540.The controller 530 may clear and/or configure jackpot signals and/orother signals based on transaction data and/or other information, forexample. The controller 530 may read configuration and input/outputaccess information for the system 500.

The controller 530 may include a controller service manager. Thecontroller service manager may be used to configure data paths and/orother parameters between servers, workstations, and/or databases in thesystem 500. The service manager may be used to provide debugging and/orstatus information, for example. The controller service manager mayinclude a user interface, such as a graphical user interface, allowing auser to view system status and other information, for example.

The progressive manager 520 allows authorized users to configureprogressive links/levels, including adding and removing games and/orprogressive links/levels, meters, and/or setting jackpot reset amountsand rate of progression, for example. Users and/or software mayconfigure progressive system parameters using a user interface runningon the progressive manager 520 and/or a workstation in communicationwith the progressive manager 520, for example. The progressive manager520 monitors, in real-time, for example, progressive levels, payouts,and statistics for machines 570-572 contributing to progressivejackpots. Progressive links/levels may be adjusted, configured, and/orreset via the progressive manager 520. Reports, such as accounting,diagnostic and administrative reports, may also be generated using theprogressive manager 520. The progressive manager 520 may generateprogressive amount and/or other information for display via display 560and/or gaming machine 570-572 display, for example. The progressivemanager 520 may access databases 515, 525 to aid in report generation,progressive configuration, and/or other system adjustment, for example.

Thus, the progressive manager 520, such as a ProTURBO™ progressivemanager, allows centralized control of one or more progressives in agaming environment. The progressive manager 520 may be used to monitorprogressive activity and perform a variety of functions. For example,the manager 520 may allow assignment of user access rights to the casinomanagement system 500. The manager 520 may allow a user to view currentprogressive amounts on all progressive links, for example. Additionally,the manager 520 may allow a user to view current and historicalprogressive transactions, for example. Progressive links may be cleared,reset, and/or adjusted via the progressive manager 520, for example.Furthermore, the progressive manager 520 may be used to assist introubleshooting problems occurring in the DPU 550, interfaces 580-582,gaming machines 570-572, and/or other system components. In anembodiment, a progressive revenue audit may be performed via theprogressive manager 520. Additional functions available via theprogressive manager 520 may include set up and configuration ofprogressive link setting, such as jackpot levels, increment rates, andreset values, generation of a series of selectable reports, and viewingtransactions and pending jackpot information, for example.

The casino manager 510 facilities player tracking, slot accounting, gameconfiguration, and bouncing, for example, in the system 500. The casinomanager 510, such as an OASIS™ casino management system, may alsofacilitate promotions, ticket generation, marketing, reporting,crediting, and communication between players, gaming employees, and thesystem 500, for example. The casino manager 510 may be used for gameconfiguration and modification for gaming machines 570-572, for example.The casino manager 510 helps to provide centralized management of agaming environment, such as one or more casinos. The casino manager 510may facilitate flexible, multi-dimensional player rewards using avariety of criteria, as described above, such as the multi-dimensionalplayer rewards system 400 and/or method 200.

Thus, certain embodiments provide a system and method for dynamicdefinition of rewards based on player activity and/or historical data,for example. Certain embodiments allow values to be assigned to rewardsbased on criteria, and values may change as the criteria change. Certainembodiments allow multiple rewards to be earned for a single activityand allow multiple, simultaneous rates of earning to be tracked andcontrolled independently. Player earnings may be defined in terms of abase unit, such as points, and may be tailored to a particularpromotion, advertisement, or activity, for example. Player points may bemapped to rewards based on criteria such as configurable rewardcategories and/or redemption types.

While the invention has been described with reference to one or morepreferred embodiments, those skilled in the art will understand thatchanges may be made and equivalents may be substituted without departingfrom the scope of the invention. In addition, many modifications may bemade to adapt a particular step, structure, or material to the teachingsof the invention without departing from its scope. Therefore, it isintended that the invention not be limited to the particular embodimentdisclosed, but that the invention will include all embodiments fallingwithin the scope of the appended claims.

1. A method for flexible award configuration in a gaming environment,said method comprising: dynamically defining rewards based on at leastone of player activity and historical data; and assigning values to therewards based on at least one criterion, wherein the values change asthe at least one criterion changes.
 2. The method of claim 1, furthercomprising accumulating player earnings in a base unit of measure. 3.The method of claim 2, wherein said step of accumulating player earningscomprises accumulating player earnings in a base unit of measure usingmultiple rates of earning.
 4. The method of claim 2, further comprisingredeeming one or more rewards using the values assigned to the rewardsand the accumulated player earnings.
 5. The method of claim 1, whereinthe at least one criterion comprises at least one earning rate.
 6. Themethod of claim 1, wherein the at least one criterion comprises at leastone criterion tailored to at least one of a player, a playercharacteristic, a location, a game, and a game characteristic.
 7. Amethod for providing multi-dimensional player rewards, said methodcomprising: defining player earnings using a base unit of measure;accumulating player earnings based on one or more criterion; configuringone or more reward categories for mapping player earnings to rewards;and mapping player earnings to one or more rewards using the one or morereward categories.
 8. The method of claim 7, wherein the base unit ofmeasure comprises points.
 9. The method of claim 7, wherein the one ormore reward categories include one or more redemption types for mappingplayer earnings to rewards.
 10. The method of claim 7, furthercomprising allowing multiple and simultaneous rates of earning foraccumulation of player earnings.
 11. The method of claim 7, wherein theone or more criterion comprises one or more combinations of player, gameand location attributes.
 12. The method of claim 7, wherein said step ofmapping comprises dynamically mapping player earnings to one or morerewards.
 13. A computer-readable medium including a set of instructionsfor execution on a computing device, said set of instructionscomprising: a point accumulation routine for accumulating player pointsbased on at least one criterion; and a reward mapping routine fordynamically associating player points with one or more rewards.
 14. Theset of instructions of claim 13, wherein the at least one criterioncomprises player earnings.
 15. The set of instructions of claim 13,wherein the at least one criterion comprises a rate of earning.
 16. Theset of instructions of claim 15, wherein the rate of earning is acapable of being dynamically adjusted.
 17. The set of instructions ofclaim 15, wherein the rate of earning comprises a plurality ofsimultaneous rates of earning.
 18. The set of instructions of claim 13,wherein the reward mapping routine dynamically associates player pointswith one or more rewards using one or more reward categories.
 19. Theset of instructions of claim 18, wherein the one or more rewardcategories include one or more redemption types for dynamicallyassociating player points with one or more rewards.
 20. The set ofinstructions of claim 13, wherein the at least one criterion comprisesat least one combination of player, game and location attributes.
 21. Amulti-dimensional player rewards system, said system comprising: aplayer account including a record of player points associated with aplayer; and a reward configuration module configured to dynamicallyassociate player points with one or more rewards.
 22. The system ofclaim 21, further comprising a player tracking system capable oftracking player points accumulated by the player.
 23. The system ofclaim 21, wherein the player points comprise regular points and bonuspoints.
 24. The system of claim 21, wherein the player points areorganized in the player account according to one or more earn rates. 25.The system of claim 21, wherein the reward configuration module mapsplayer points to rewards according to one or more reward categories. 26.The system of claim 21, wherein the reward configuration module mapsplayer points to rewards according to one or more redemption types.